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Integrations

StarEnchants integrates with other plugins out of the box. Every integration is soft: it activates only when the other plugin is installed, and none is ever required. There are no separate add-on jars — the StarEnchants jar carries zero third-party plugin bytecode.

A server with none of these plugins runs exactly as if the integration code weren't there. Drop a supported plugin in alongside StarEnchants and the matching bridge wires itself up at boot.

Toggles

Integrations are controlled under integrations in config.yml:

integrations:
protection: true # consult region/claim plugins for the build gate
economy: true # use an economy backend for money effects
named: {} # per-integration off switch, e.g. named: {worldguard: false}

named.<id>: false disables one integration; an unlisted id is enabled. Valid ids: worldguard, towny, lands, superiorskyblock, factions, vault, placeholderapi, mental, mental-combo-sync, nocheatplus, grim, vulcan, matrix, spartan, mcmmo, mythicmobs, itemsadder, oraxen.

mental-combo-sync is the finer-grained of the two Mental ids: turning it off keeps the knockback coordination but stops combo-DoT parking. mental: false disables both Mental bridges at once.

:::warning Integration discovery is boot-time The integrations block is read once at server start. Toggling an integration takes effect on the next restart, not on /se reload. :::

Region / claim plugins

When present, an enchant effect is allowed to act at a location only if the player could build there. First deny wins; with no protection plugin installed, everything is allowed.

PluginGate
WorldGuardthe BUILD flag
Townythe BUILD permission (non-Towny worlds are ungated)
Landsthe BLOCK_PLACE role-flag (unclaimed land is ungated)
SuperiorSkyblock2the island BUILD privilege (off-island is ungated)
Factions (FactionsUUID)territory access — wilderness/safezone/warzone ungated; a player claim needs at least truce

A custom region plugin can register its own protection provider through Bukkit's ServicesManager; bundled and external providers compose together.

Economy

PluginUse
Vaultmoney effects (MODIFY_MONEY) deposit/withdraw/transfer through the server's Vault economy backend

The backend resolves lazily, so the economy plugin may load in any order. With no economy installed, money effects are simply no-ops. A custom economy provider registered through the ServicesManager is used when Vault is absent.

Placeholders — PlaceholderAPI

  • Expansion — StarEnchants registers %starenchants_…% placeholders:
    • %starenchants_soulmode%on / off
    • %starenchants_souls% → the soul balance of the player's active gem
  • Passthrough — other plugins' %…% placeholders are resolved inside StarEnchants chat messages for the target player. (Lore and menu text render from cached state and are intentionally not passthrough targets.)

Combat & movement

PluginRole
Mentaltwo bridges — engine-applied knockback (KNOCKBACK_CONTROL) is coordinated with the Mental knockback plugin, and StarEnchants damage-over-time is combo-synced: while Mental holds an active combo on the victim, DoT ticks bank instead of landing on their own clock and are paid out with the combo's own hits, with any remainder paid when the combo ends
GrimAC · NoCheatPlusengine-applied motion is reconciled with the anticheat
mcMMOparty friendly-fire awareness

Vulcan, Matrix, and Spartan are detected and logged — they handle engine-applied motion natively, so no special coordination is needed.

Content

PluginRole
MythicMobsexposes %victim.mobtype% for conditions, so enchants can react to a mob's type
ItemsAdder · Oraxencustom-item materials resolve as valid applies-to / material values

:::tip None of this is required Every bridge is optional. You can run StarEnchants entirely standalone, then add Vault for money effects, WorldGuard to gate block-breaking enchants, or MythicMobs to tune enchants per mob type — each lights up on its own when you install it. :::